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File: 5c0bc8e59e39e2b⋯.jpg (53.67 KB, 500x662, 250:331, basic1_lg[1].jpg)

File: 4d23fdb3ef3a3b5⋯.png (691.97 KB, 650x650, 1:1, dark_heresy_2e-_core_rule_….png)

bc5a5a  No.16589126

What non d20 systems would you like to see CRPGs in?

Personally GURPS and 40k RPG (Dark Heresy, Black Crusade, Deathwatch, Only War, and Dark Heresy 2nd Edition which is basically the same except taking tweaks from the others mentioned to things like combat) are what I'd love.

For GURPS I'd want something like a super NWN. It would be more or less a tool to make making your own campaigns as easy as possible, but with party based control and turn based combat preferably. GURPS can let you play anything from a neanderthal trying to rally his tribe to migrate north away from the strange smaller people that have migrated nearby to sword and sorcery to space opera.

For 40k RPGs I'd love a Dark Heresy CRPG focused on investigation and intrigue, where combat was rare and (at least early on) undesirable and the forces you're poking are far beyond your own capability.

Both of these have radically different advancement systems than traditional D&D level ups, and having variety in progression in CRPGs alone would be nice.

5234ef  No.16591823

File: a3982dc380d0683⋯.jpg (12.97 KB, 236x213, 236:213, diabeetus.jpg)

>>16589126

>For GURPS I'd want something like a super NWN.

I'd like to see a Silver Age superhero CRPG in GURPS.


9e33f5  No.16591844

Rifts would be pretty cool


bcab39  No.16591880

File: 85ba74d7c2c685e⋯.jpg (82.89 KB, 1022x1146, 511:573, photo_2019-01-30_18-47-56.jpg)

Just give me a classic Traveller game and I can die happy. Or a Megatraveller one. If you can't die in character creation the system isn't hard-core enough for me.


bc5a5a  No.16592487

>>16591823

One thing I worry about with GURPS, though, is how comically easy it is to make broken characters without a GM to say no.

Extra Attack 2, 24 points in an offensive skill of your choice, and enhanced dodge 5 or so and you're practically invincible and can kill everything with impunity.

How do you balance a videogame with that?


5234ef  No.16593178

File: 5631982afd8089f⋯.jpg (10.36 MB, 4752x3447, 528:383, 1610_Cecco_del_Caravaggio_….JPG)

File: dc341193ee47d76⋯.png (1.02 MB, 555x699, 185:233, cossackReenactment.PNG)

>>16592487

>Extra Attack 2, 24 points in an offensive skill of your choice, and enhanced dodge 5 or so and you're practically invincible and can kill everything with impunity.

>

That build might be unstoppable for enemies that rely on standard knives and guns. Try noncorporeal enemies with the ability to affect corporeal targets. Against a noncorporeal ghost with Leech, a mook with extra attack and dodge is toast.

The bigger problem is that the rule describe things that are hard to code. Suppose a player wants to take postcognition and similar psi powers. If you're playing tabletop, as a GM, you can improvise some unique bullshit for every possible circumstance. As a coder for a computer game, it's much harder to make code that can improvise unique bullshit, and thus most of the postcognition results are boring and the player gives up or tunes out.


79c34b  No.16593214

>>16592487

That is what you're worried about? Its trivially easy to set character limitations and not follow the point buy system after chargen. GURPS is a simulation in tabletop form, the big which stops every single GURPS 3e Mod problem is that you are not actually making just a bunch of game mechanics but you are also going to have to emulate the physics that book describes. Good luck with that time travel book btw, future dev trying to tackle this kind of project.


bc5a5a  No.16593257

>>16593178

It's pretty common to take out spells/abilities that just don't work for the game, and widely accepted. No Teleport in Pathfinder Kingmaker comes to mind.

Also, do noncorporeal ghosts not have to hit you? Unless they're invisible, I guess.

>>16593214

How would you advance after chargen then? Invented level-ups? Fulfilling requirements and getting advantages immediately (i.e. use rapid strike 200 times to get extra attack 1)/skills through learning?

>3e

Wut

Why would you use 3e and not 4e?

Time travel would obviously have to be narrative only, I can't imagine how you could make anything except combat related time travel work at all.


79c34b  No.16593277

>>16593257

Whelp most readily available GURPS homebrew is actually for 3e and not 4e, and some settings are edition specific and even though there are newer prints for 4e they're changed drastically so their fans prefer the older edition version. Its also the edition that is more likely to tickle a /kommando's autism.

>How would you advance after chargen then?

Story, training, use skill, GTA San Andreas style, Way of the Samurai. Whatever fits the game and story you want to make really. It is entirely your choice which sounds pretty patronizing but you haven't really laid out the kind of game you want to make here.


bc5a5a  No.16593297

>>16593277

Do you have a single fact to back up your claims?

I use exclusively GURPS and am currently writing up a cyberpunk campaign for my buddies and the only contact with 3e we ever have is occasional extremely specific rule errata that we try to find for 4e and find 3e sources, as well as splatbooks that were never ported to 4e.

And also, comically, 3e has a cyberpunk splatbook and 4e does not.


79c34b  No.16593342

>>16593297

Which part? Unless you scrounge and save it yourself, the unofficial pdfs in the troves are in the 3e section and all that stuff is old. For settings where 3rd edition version is more popular this really boils down to the settings flavor then the rules, unless you want to balance flight out in some kind of strategy game or something in which case 3e would be mechanically preferable.


14dcd8  No.16593362

File: 06083ac89fa1256⋯.png (169.12 KB, 200x297, 200:297, ClipboardImage.png)

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File: a39b4982cd60e87⋯.png (372.21 KB, 335x434, 335:434, ClipboardImage.png)

>>16589126

A Cthulhutech video game would be fucking tops. I'd also play fantasycraft or M&M.


5234ef  No.16593386

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>>16593257

>Also, do noncorporeal ghosts not have to hit you? Unless they're invisible, I guess.

Noncorporeal is invisible by default, but also I would interpret "Dodge" as having limits. In particular, I would limit "dodge" to 3D space, and ghosts are typically dangerous in more than 3 dimensions. So it might be an incorporeal ghost with some space-bending powers and superspeed.

>It's pretty common to take out spells/abilities that just don't work for the game,

Yeah, it's only necessary to "take powers out" if the players bother to read the book and know that the powers could exist. With most players, they don't learn the system in depth, so I just don't put the powers in. This kind of laziness is doubly tempting in a computer coding project.


36a79d  No.16593388

but the FFG 40k games are d100 you ninny


c3dbb2  No.16593445

File: c799b5000fa2ac6⋯.jpg (28.03 KB, 428x296, 107:74, c799b5000fa2ac644ffeafe4b4….jpg)

>>16589126

>something like… NWN

Well now you've just reminded me of have Bioware revolutionised CRPGs as a whole in 2002 and then they, along with the industry as a whole, decided that they were going to just throw away every single one of the revolutionary ideas from it from then on.


f93686  No.16593473

How do I get into cRPGs? Too many years of real time games, RPG or not, have killed any chance I have at enjoying the turn based click fests.


14dcd8  No.16593484

>>16593473

1. Play JRPGs or games like XCOM to accustom yourself to it.

2. Play tabletop RPGs.

3. Lock yourself in the bathroom all day until you get over your ADHD.

4. Bite the bullet and just do it.

5. Self hypnotism.


80f997  No.16596119

>>16593386

You can pretty much cut out the sections involving tactics since that is something you design the AI to do. Fluff is just fluff so that can be set aside for worldbuilding. Really it boils down to the physics and which stuff is directly affected by game mechanics.


2cc7cc  No.16598031

I know it's a non-D20 RPG thread, but I want to point out that recently, a Pathfinder: Kingmaker mod converted the game to real-time combat, and it's a dramatic improvement to the game. Didn't feel it warranted it's own thread, and you guys are probably the most likely people to check it out.

>>16589126

I do really want a good 40k CRPG. I'd love some Dark Heresy or Rogue Trader as a genuine CRPG. But I wouldn't trust one if it were announced, because the market has been flooded with shitty 40k games lately.

>Play a young rogue trader who just inherited the business from his old man

>You find out he was killed by the inquisition

>Corrupt competitor caused this to crush your legacy and consolidate his power

>Travel between planets in the system with multiple xeno ruins and xeno presences

>Astropaths cannot pick up the beacon on Terra so no ships can enter or leave the solar system

>Have to gather proof your competitor is corrupt while evading the inquisition

>Running your business on the sidelines to fund your expeditions

>If you don't have a full party, you have an infinite number of house armsmen you can levy into your squad, but they are not as effective as the errant marine, veteran stormtrooper, acolyte of an ordo xenos inquisitor killed by same people, runaway sister of battle, or the xeno retinue you can eventually collect

>For once in the history of 40k, the villain turns out to actually not be chaos corrupted like everyone suspects, but is just a power hungry asshole.

>>616593473

CRPGs or tabletop-styled RPGs aren't something you 'train' yourself to like. Either you like the roleplaying, character creation, and story aspects of these games, or you do not. A lot of CRPGs have bad or boring combat not because they believe it's the pinnacle of combat, but because the combat isn't always the main selling point of the game. RPGs of this variety that actually have good combat are the exception and usually stand out from the rest of the genre.

If you've ever played an RPG that lets you create your own party and have spent an embarassing amount of time planning what your party should be, what they should look like, and what they would act like, then you're more than qualified to enjoy these kinds of games - not enjoying one would probably be a symptom of playing a mediocre game in the genre.


2cc7cc  No.16598036

>>16598031

>>>616593473

How the fuck did I do that one

>>16593473


bc5a5a  No.16598662

>>16598036

You also meant turn-based combat in your first sentence.


79c34b  No.16598692

>>16598036

I know you meant turn based combat too, you know Diablo was originally going to be a turn based roguelike but one of the devs decided to remove the wait turn limit to see what would happen. The rest is history.


28173c  No.16598783

I would personally love to see CRPGs evolve into the computer-precise measurements that are infeasible on tabletop. I believe the genre is shackled to tabletop rule conventions.

Take a game like 7.62mm, for example. This is a game that is RTwP, because it is totally based on real time, unlike D&D games with RTwP. It takes it much further; there is slow motion of varying degrees that you can set automatically such as when your soldiers are shot at with a near miss.

D:OS2 is another great example. The game is turn based but uses a gridless system with precise distances, like a tabletop wargame except you don't have to argue with a faggot about inches.


bc5a5a  No.16598838

>>16598783

ToEE does D&D combat right, has a similar movement system.


e5120e  No.16599030

>>16598838

Thanks for reminding me that I need to play that game.


4a886a  No.16606894

>>16599030

It's one of the few games I've played start to finish several times. The circle of eight patch really makes the game amazing. – Come to think of it I could really use another play through, except it's easier to get OP each run as you learn more about what classes and mechanics you want to min-max.


dd1e8b  No.16608173

>>16589126

I'd like something akin to first/third person The Sims or Stick RPG2 in GURPS


c97f40  No.16608207

File: 39d092bfa52d1ce⋯.jpg (673.89 KB, 1500x1500, 1:1, maid rpg.jpg)

obviously pic related.


2f0921  No.16608230

File: 33b6ddddc776285⋯.jpg (150.48 KB, 640x567, 640:567, maido skate.jpg)

>>16608207

this but with the optional skateboard expansion


db1953  No.16613409

There was an oldschool TMNT RPG which had an interesting character creation system based on various animals. The furries would love it.

I like Numenera RPG.


b45bce  No.16613416

>>16613409

you're thinking of Teenage Mutant Ninja Turtles and Other Strangeness


9a15e2  No.16613421

>>16589126

>>16608207

GURPS would work far better for a simulation than a standard RPG.

A campaign builder is all decent but the base game should be able to actually simulate the world around you based on the available material that gameplay options are open automatically to you.

Best example I can think about would be something akin to Elona, where your abilities and skills can be used freely as you explore the world and interact with it, but the world could be designed almost like a campaign.

Someone can create a high-magic world where wizards are rare and necromancy is illegal, which means the game would have a very small chance of spawning an NPC with magical powers but almost all spells are available with necromantic ones being marked as illegal.

Campaigns could be designed as well but they'd feature similar rules and just kinda happen in the world that's being simulated.


5216c7  No.16613449

File: 1fe835e7bda0dbc⋯.png (209.5 KB, 409x584, 409:584, 1fe835e7bda0dbca68478e2b4d….png)

>>16608230

Is there any more where that came from


db3094  No.16613547

File: d83f58830456bda⋯.png (1.49 MB, 997x1005, 997:1005, ClipboardImage.png)

>>16613449

Skating meidos are too rad for you, traveller.


b34c90  No.16616149

File: 9ec67db33dc01df⋯.png (12.22 KB, 640x350, 64:35, 134372-the-aethra-chronicl….png)

Rolemaster, since after all it would run nice when the computer does all the math and chart lookups, leveling up characters, etc.

I think only one game (pic) ever used this system. Unfortunately he never finished the other parts.


748ba8  No.16629949

Bump


3c3002  No.16630002

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>>16589126

>What non d20 systems would you like to see CRPGs in?

Golden Sky Stories and Ryuutama come to mind first.

>>16593362

FC and Cthulhutech would be amazing. FC's combat can get pretty nuts and character generation is a lot of fun.

CTech would be much harder to boil down to one vidya because it's actually half a dozen games in one. You can be pulp gumshoes, shooty soldiermen on the front lines, mech pilots, magic wielding cultists, psionic albinos, and guyver monsters.

>>16608207

>>16608230

MAID would be better as a SS13 style multiplayer game, but it would be amazing to play in vidya form.


72b0de  No.16630062

>>16589126

I would have to say I agree with you. More 40k games are always appreciated and having something like tabletop simulator but for CRPG's GURPS style would be incredible.


cdb0da  No.16630091

>>16589126

Time Wizards. I want to see someone make an effort to create a game even approximating the sheer batshit of Time Wizards.


6e0c03  No.16630204

File: d75188110da7098⋯.jpg (936.77 KB, 2011x2560, 2011:2560, 91OH3nRqTnL.jpg)

Rifts never got a CRPG adaption, did it?

>>16598783

>I would personally love to see CRPGs evolve into the computer-precise measurements that are infeasible on tabletop. I believe the genre is shackled to tabletop rule conventions.

In my experience it's the opposite. Computer RPGs love big numbers and percentages, but that's ass, even if the computer handles it all it's still ass. Because the more increments you add the less fun the game becomes to play. If all your dice rolls are D100 or more then it's much less interesting than a D6 roll. Because it then has so much nuance you never feel like you progress and the RNG becomes less predicable. Adding 1.5% or 17% to your to-hit chance is pure garbage. Adding a +1 to your D6 roll is great.


0bccd0  No.16630276

>>16630204

i disagree. i actually run a couple of Rifts campaigns for my friends and any time we play any other tabletop RPGs we steal the percentile skill system and add a homebrew critical effect, in that for every 10 points you succeed by you improve the outcome by a certain margin/degree. i love rolling d100s, and i really love that there's a lot more that can go right or go wrong than with a d20. that said, i also really like shadowrun 3rd edition's skill system, but it's because it's essentially the same thing, just with huge-ass bricks of d6s


6f7198  No.16630279

>>16608207

Only if I can set fire to the master when it inevitably goes into /d/ territory.


9d2866  No.16630479

>>16630276

I tend to prefer lower and more straightforward numbers but sure, in PnP that works fine if you are prepared to deal with it. But ironically enough I've always seen it work worse in video games that can do it easier. That's because in PnP you have a DM who can come up with shit on the fly and make all outcomes interesting. But in a video game most task resolution systems tend to either result in two outcomes or at best four. Failure and success, if it's a good one then criticals will be in. Since there are so few outcomes and you don't have a DM to bring nuance then you might as well use lower numbers. Especially since a lower scale makes each decision have more impact, as well as dicerolls.


748ba8  No.16645871

Bump




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